Backbone to deferred rendering started
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@@ -75,6 +75,7 @@ private:
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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Model* m_UnitQuad = nullptr;
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GLuint m_rbDepthBuffer = 0;
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GLuint m_fbDeferred1 = 0;
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@@ -111,6 +111,7 @@ void dd::Renderer::LoadShaders()
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void dd::Renderer::CreateBuffers()
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{
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m_ScreenQuad = CreateQuad();
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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glGenRenderbuffers(1, &m_rbDepthBuffer);
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@@ -329,7 +330,6 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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if (spriteJob)
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{
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glm::mat4 modelMatrix = spriteJob->ModelMatrix;
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modelMatrix = modelMatrix * glm::scale(glm::vec3(0.5f));
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MVP = PV * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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@@ -342,8 +342,9 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, spriteJob->SpecularTexture);
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glBindVertexArray(m_ScreenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(m_UnitQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_UnitQuad->m_Indices.size(), GL_UNSIGNED_INT, 0, 0);
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continue;
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}
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@@ -84,6 +84,6 @@ void main()
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vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
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FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
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//FragmentColor = diffuseTexel;
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//FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
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FragmentColor = diffuseTexel;
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}
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